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Avalon QuestsThe Solo Party Adventure Generator System:
A Pathfinder game system for a party of adventurers controlled by a single Player.
For anyone who has ever wanted to play a solo Pathfinder adventure…
For anyone who has ever wanted to learn the rules of the Pathfinder Roleplaying Game by playing a fully-realized
lo version of the game…
For anyone that has wanted to play a solo Pathfinder adventure that takes their characters from acquiring their first
venture at an inn all the way up to defeating their evil nemesis…
For anyone who has ever wanted to play a fully cooperative game without a Gamemaster sitting on the opposite
de…
And for anyone who just has an hour or two and wants to play a game of Pathfinder…
Now there is Avalon Quests, SPAGS!
s all here: the inns, the monsters, the treasures, the secrets, and the story!
he Solo Party Adventure Generator System used by Avalon Quests will generate a fully realized campaign world,
mplete with towns, wilderness travel, set dungeons, randomized combat, special encounters, and a story - everythin
u need for a full campaign of Pathfinder.
very aspect of the Pathfinder Game System will be used during the course of the adventures of SPAGS, including
mbat of course, but also including skill use, character interaction, and the buying and selling of equipment within a
mited kingdom economy.
hile "solo" is in the title of this system, that in no way means that this is an adventure for a single character. Rather,
a system designed for a solo Player. That Player will be taking command of an entire adventuring party, and will be
iding them all through the campaign.
ith Avalon Quests, the SPAGS rules will simulate the place of the Gamemaster, with randomized tables governing t
meplay, providing surprise, and adding variety to the adventure. Since much of the content is randomly generated, a
ayer can even play the same adventure more than once, and the adventure will play out very differently. However,
valon Games [TM] will be providing many SPAGS adventures in order to provide as many different solo experience
you, the Player, as possible.
order to play the Solo Party Adventure Generator System (SPAGS), you will need the Avalon Quests, SPAGS Baseulebook and one of the Avalon Quests adventure books. You will also need the Pathfinder Core Rulebook.
PAGS can't really have is a Gamemaster, since the system is specifically designed to randomly generate the adventu
can, however, benefit from a Referee during group play (though it does not need one). And if someone in the group
ants to perform that aspect of the Gamemaster's role, a referee can add a layer of additional challenge to the game,
nce a referee helps to maintain the core integrity of a group game.
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An Avalon Games Product, All rights reserved, Version 1.0, 2013
All comments, suggestions and contacts can be made at…
Avalon Games Company, [email protected]
Or visit
Avalon Games at…
www.avalon-games.com
Written
by
AJ Kenning
Cover
by
Wayne Peters
Trade Dress
by
Publisher’s Choice Quality Stick Art, Copy Right Rick Hershey / Fat Goblin Games, Jerry Keyes, 2011.
Licensed by Above Average Creations. Used by permission.”
Product design, artwork and layoutby
Robert Hemminger
Some Artwork by Forge Studios and Rick Hershey, Empty Room Studios
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and thePathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
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Preparation
The Solo Party Adventure Generator System begins with
he Player making up to 6 characters using the
Pathfinder Roleplaying Game rules. The Player can
make use of any official book of the Pathfinder system
while doing so, but it is recommended that the Player
avoid the use of all unofficial rulebooks, as the rules
from such books can upset the difficulty of a SPAGS
adventure.
These possible six characters that the Player makes
hould be of a suitable level for the selected SPAGS
adventure. The Player can take a lesser or greater
number of characters along on the adventure, should
aid Player want, using the Pathfinder rules to adjust the
evel of the characters accordingly, so that they remain
of an equivalent Challenge Rating for the adventure. It is
not recommended that a Player adjust the level of the
characters by more than 2 either way, as any more can
greatly upset the balance of the Pathfinder game.
Before making characters, though, the Player will begin
play by reading Chapter I of the selected adventure,
which will introduce the Player to the setting of the
adventure and will likely also begin that adventure'story (though some adventures may hold off until later
o begin their story). The Player will return to the Travel
Book for that setting as soon as the party steps outside
he adventure's starting area and enters the wilderness,
hus beginning the adventurous part of the adventure.
While a game of SPAGS is governed by two books, the
Base Rulebook and the selected adventure, which often
comes in two parts, the travel book and the quest books.
SPAGS is organized in such a way as to greatly
minimize the amount of switching that must be donebetween the these books. The Base Rulebook governs
he overall rules needs to play while the Travel Book
governs the movement needed in the adventure (things
uch as wilderness travel), while an Adventure Book
details the encounters that might be met during the
adventure.
Essentially, when playing a game of SPAGS, the
adventure book governs all of the events having to dowith the adventure's story, any puzzles that may be
involved, and the determination of the type and numbe
of any antagonists that are met. Thus, despite this being
a randomly generated system, when a Player picks up a
adventure for SPAGS, the adventure will automatically
generate different events, encounters, and story from an
other SPAGS adventure.
Organization
In order to better keep track of the various events, table
and encounters across two separate books, the adventurbooks of SPAGS will use Roman numerals for table
numbers, section numbers, etc, while the Base Ruleboo
will use the Hindu-Arabic numerals. That way, when on
book refers to events or descriptions in another, it is
much more clearly defined which book is being referred
to.
Similarly, the first number in a Table's title will always
reference the section that the table can be found in.
Which means that all tables in section nine will start
with the number "9" in their title. Thus, when referringto Table IX.V.I, it should be readily apparent that the
table in question is in the adventure book, and that it is
chapter nine of that book.
Attributes
When making characters for a SPAGS adventure, it is
best to use the Pathfinder Standard Fantasy rules. A
Player can use any setting that Player likes, but the
adventures of SPAGS are made with the Standard
Fantasy setting in mind. If a Player raises or lowers the
setting but still wants the intended challenge level of thadventure, that Player will need to adjust the difficulty o
every single encounter accordingly.
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Equipment
Most likely, the standard equipage rules for the
athfinder Roleplaying Game apply to the chosenPAGS adventure. However, some SPAGS settings may
estrict equipment for various reasons. As such, it is best
o consult the chosen adventure's Preparation section
refer to Chapter II: Preparation in the selected
dventure book) before purchasing any equipment for
he characters.
or existing characters brought into a SPAGS adventure,
here a few rules about equipment. 1) No artifacts. 2) No
ingle piece of equipment that exceeds the regular
tarting Wealth for a character of that level all by itself.) No specialty equipment that was designed for an
dventure outside of the SPAGS system or that was
iven as a special reward from one of those outside
dventures.
All such equipment, and any benefit they have ever had
pon the character, must be removed from the character
efore beginning play in a SPAGS adventure.
hese restrictions are there to ensure that the intended
hallenge level for the adventure remains intact. Alayer can ignore these rules if the Player wants, but
hould do so knowing that it may lessen their enjoyment
f the game.
The Party
A SPAGS adventure is intended for 6 characters. It is
ighly recommended that this be a diverse party instead
f a highly specialized one. SPAGS has been designed to
all on every aspect of the Pathfinder game system, and
while a highly specialized group can do a great deal of
amage, such a group may find a lot of difficultyucceeding if they lack the requisite abilities that are
eing called on in other aspects of the adventure outside
f their highly specialized abilities.
Of course, the Pathfinder game system is designed
around the idea of having a party of four adventurers,
and SPAGS is having you make 6. However, you do nneed to do anything about the related difference in
Challenge Rating of the encounters, as you would
normally have to do, as the adventurers of SPAGS hav
been designed with that difference in Challenge Rating
already taken into account.
Now, a particular adventure of SPAGS may adjust the
number of characters in the party, so again it is best to
consult the Preparation section of the adventure before
making a party, where such information will always be
detailed.
SPAGS uses a number of terms that may be new to
players of the Pathfinder Roleplaying Game. These
terms will all be defined for you here. If you are alread
aware of these terms, there is no reason to peruse this
section.
Alarm Level: In a SPAGS adventure, some territories
will be controlled by an organized force. Such forces a
capable of raising an Alarm. Effectively, this is a
warning system that causes everyone in the territory tobecome more alert to invasions into their territory.
Alarms can be (but will not always be) caused by the
actions of the party. The more actions the party takes
against the forces of an organized territory, naturally th
more alarmed they will become. Alarm Level is a ratin
of 1 to 3, and adds into several of the Encounter rolls.
Danger Level: The hex map for every adventure of
SPAGS is divided up into territories. A territory is,
effectively, an area of terrain that is controlled by a
group of people. In other words, a kingdom is a territor
as is the tribal lands of the orcs. Even a no-man's land
a territory, though in such a case it is controlled by the
beasts of the wild.
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Every such territory will have a Danger Level associated
with it (though it might be zero). The Danger Level isust as it is described - an illustration of the amount of
hreat that an area holds for an adventuring party who
nters it. Danger Level is a number, 0 through 10, and is
depicted by an equal number of skull-and-crossbones
ound next to the name of the territory. If there are no
uch skull-and-crossbones, then the Danger Level of that
rea is 0, which does not mean that there is no threat at
ll in that territory, merely that the threat of monsters is
minimal at best.
Encounter: In the adventures of SPAGS, the termEncounter" refers solely to Events that involve another
ntity that could potentially be fought in combat. That
other entity may be a simple peddler allied to the
dventurers that the Player has no intention of having
he party attack, but it is still considered an Encounter,
because combat could potentially occur between them,
however unlikely it may be.
You will find that the Encounters section of SPAGS are
much more detailed than the other Events. This is
because the range of possibilities from such Events tendso be far more wide-ranging than the other kinds, and the
number of Tables governing those possibilities increases
ccordingly.
Event: Many times, the term "Encounter" is used for
ny occurrence during a gaming session. SPAGS, with
ts many randomization tables and multiple books, needs
o be more precise in its definitions of these occurrences.
As that is the case, the term "Event" is used to indicate
ny kind of occurrence during a SPAGS adventure,
while "Encounter" refers only to those Events whichmay involve combat.
Glory: Glory is a measure of the number of great deeds
hat the party has accomplished. It is, in many ways, a
mirror of Notoriety, which is a measure of the number of
rimes the party has committed. Amassed Glory will
influence how certain Encounters play out. More
specifically, the more glorious deeds the party have
accomplished, the greater the chance the party will be
recognized by those it meets. And that can be a bit of
problem when the party meets forces of the enemy it h
been committing those great deeds against.
Since Glory is a measure of the number of great deeds
that the adventurers have done, and those great deeds
tend to be deeds against the forces of the enemy, the
enemy forces tend to take more and more notice of the
party the larger the number of great deeds they have
done. Thus, the greater the Glory, the more guards the
enemy will place over the entrance to their base, the
more patrols they will run, and the more alert they willbe to incursions into their territory. Additionally, the
more Glory the party have accumulated, the greater the
chance that those enemy forces will immediately attac
when spotting the party.
Conversely, though, Glory tends to also be a measure o
the amount of respect that the party receives back hom
The more Glory that the party has accumulated, the mo
they will be honored, and thus the more important the
missions they will be entrusted with are likely to be.
Glory starts at zero.
Notoriety: A measure of the amount of criminal
mischief that the party of adventurers have gotten up t
Notoriety starts at zero. Certain actions, when taken, w
raise the party's Notoriety. While the level of the party
Notoriety has no affect upon the percentage chance of
having an Event occur, it can change the nature of thos
Events, particularly when said Event is a meeting with
an agent of the civil authorities (such as a policeman).
Period: For the purposes of the game, travel has been
organized into 4-hour Periods. A single period is the
length of time it takes to cross a single hex of difficult
terrain on a SPAGS adventure map. This setup allows
the easy management of time and travel while playing
the adventures of SPAGS. For more details on travel, s
the Travel section below.
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Travel Book
The Travel Book covers the details of the journeying
nywhere outside of one of an adventure's settlements or
ungeons and is geared towards a particular setting.Different settings will thus have different Travel Books.
Quest Book
The Quest Book is a set adventure or collection of
dventures that the player group can explore. This book
enerally offers all the information on quests,
ettlements and the details of adventures the group may
ncounter.
Hex Map
Every SPAGS adventure comes with a hex-basedwilderness map, hereafter termed the World Map. The
World Map is not a map of the entire world, by any
means. It is, instead, an overland map of a part of the
world - as opposed to a more specific map, such as a
ungeon or village map. The World Map is the
enterpiece of a SPAGS adventure. All of the adventure's
Events, locations, and enemies are located somewhere
n this map. Some of those locations may be hidden
when the Player first begins the adventure, may even be
n a random location on the map, but they are all there,
omewhere.
Unless the adventure specifically states otherwise during
n Event, whenever attempting to travel anywhere
uring the adventure, the Player breaks out the selected
dventure's World Map and moves from hex to hex.
Hex Numbers
The hexes of every SPAGS hex map are numbered. The
umbers are located at the top of the hex. If you look at
he map, you will see that the numbers look something
ike this: 15, 9. These are two separate numbers, andhey translate to the X and Y coordinates on the hex grid.
To state that a different way, the first number (the 15 in
he above case) is the column number, the second
umber (the 9 in the above case) is the row number. So
ex 15, 9 is the hex at the intersection of column 15 and
ow 9. If a SPAGS quest lists hex coordinates and asks
ou to find that hex, that is how you do it.
Many of the adventures of SPAGS include randomly
generated adventure locations. When determining theslocations, you will be asked to make two separate dice
rolls. The first roll will determine the quest location's
column, and the second roll will determine the row. Yo
will then place a quest marker on the resulting hex.
Travel Distance
There are highly detailed travel rules available for
Pathfinder, but SPAGS doesn't use those. SPAGS uses
own limited travel system, designed to get the party to
their destination with a minimum of fuss. The hexes of
SPAGS are large, allowing a great deal of detail to becrammed into one hex, but also allowing for a certain
type of travel system.
For SPAGS, the game day is broken down into 6
four-hour periods. The length of time it takes any
character to cross one hex of difficult terrain is equal to
one such period. During that same period, a character
can cross two hexes of regular terrain (such as
grasslands), and can cross three hexes of easy terrain
(such as roads). Those with Wilderness Stride or simila
can add 50% to their hex movement rate for difficult anregular terrain, or a movement rate of 2 and 3 hexes
respectively.
There are a few special rules added to this simple trave
system. While all regular terrains will be of one of thos
three terrain types, certain terrain features can alter the
hex movement rate. Primarily, these features are rivers
and mountains. Any river can be crossed anywhere alo
its path, but if there is no ford or bridge indicated in tha
hex, then the party's movement ends at the river. Durin
the next period they portage the river, and move to theother side of the river hex, but their movement ends
there. The period after that, they can resume normal
movement, now on the opposite side of the river. If a
bridge or ford is in the hex, then the river can be crosse
at that point freely, with no effect upon movement.
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Mountains work the same way, except mountainous
terrain can only be crossed at a pass, and the pass slows
movement in the same way that a river lacking a bridge
or ford does. Thus the party's movement ends at the
beginning of the mountain pass, and on the following
period they move to the other side of the hex, and then
can move freely from there.
However, mountain passes sometimes may cross
multiple hexes of mountain. When that is the case, this
slowed movement only occurs at the entry and exit of
the pass. Within the pass, the party's movement is as
difficult terrain, or one hex per period. Then at the end
of the pass, all movement stops, and it takes the party an
additional period to descend from the pass back onto
normal terrain below, at which point they can once again
move normally.
On the map, any land-based crossing of a mountain is a
mountain pass. The crossing might be a path, a trail, or a
road, but while it is crossing the mountain, the passage is
always treated as a mountain pass, no matter what type
the passage is. A mountain pass can only be followed in
two directions: forwards and backwards along the
passage. The party cannot “step of the trail” while in amountain pass, and must exit the mountain hex via one
of the pass's entrances.
Another movement issue occurs when crossing from
ighter terrain to more difficult terrain. If the party has
already moved a hex during a period, their movement
for that turn immediately comes to a halt after they enter
the more difficult terrain. Thus if the party has moved
one hex along a road (easy terrain) and then enters
grasslands (normal terrain), their movement for that
period ends as soon as they enter the grasslands.
Navigation
As long as the party sticks to the roads and trails when
trekking across the World Map, they will never run into
the need to utilize their navigation skills (barring
mishap). The moment the party steps off the trail,
though, that's when the need for navigation arises.
At the beginning of any day of travel that the party doe
not begin the day's journey on a hex with a road, trail,
settlement, the party must make a navigation roll. This
roll is normally Survival (15), though certain situation
such as Cloudy Weather can affect this roll. A success
the roll allows the party to make a full day's journey
across the map without any need for further navigation
rolls. Failure indicates that the party has become lost a
per the Lost Mishap result (see Section 6: Mishaps).
Time of Day
For game purposes, the structure of daylight is somew
simplified into the same period structure as SPAGS
Travel uses. The number of periods of daylight availab
on a given day depends on the season. During Summer
there are four 4-hour periods of daylight and 2 periods
night. Winter is the opposite, with four 4-hour periods
darkness and 2 periods of day. Fall and Spring are settl
into the middle of those with three periods of both day
and night.
Travel can, of course, be greatly influenced by the
amount of daylight available. The seasons have other
effects upon travel, as well. The season can greatly
influence the type of weather the party will encounter,which can influence the hazards that may result.
Supplies
In order to provide the Player with an efficient means o
tracking supplies, and because Pathfinder doesn't go
deeply into the details of the Survival skill, SPAGS wi
be using its own system for acquiring and maintaining
the necessary supplies.
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Whenever the party sets off from a settlement of
ufficient size, they are considered to have reacquired
ull supply. Any village marked on the map will
ormally be large enough to supply the party, and towns
nd cities can always supply the party as long as they
ren't suffering some kind of supply issues. Effectively,
ny settlement on the map can supply the party unless
e adventure specifically states otherwise. Such details
an be found in Chapter III: Settlements of the selected
dventure book.
n oasis acts just like a settlement, in many ways.
owever, oases rarely offer full supply. The amount ofupply that they offer will be listed in the oasis's detail in
e selected adventure book.
s stated, the party is considered to be in full supply
henever they leave a settlement where they can acquire
upplies. When in full supply, the party can travel a
umber of days equal to the total of their total Survival
kills.
dd up every party member's Survival skill. Divide that
y the numbers of party members, rounding down. Thatthe number of days the party can travel when starting
om full supply.
he party can also hunt and forage for additional food
nd water using the Survival skill. At any time, members
f the Party can spend a period hunting and foraging. If
ey do, each character sent hunting & foraging gets a
ngle Survival roll. If a character is successful in that
oll, the character is fully supplied for that day without
lying on the party's stores. For every 2 points the
haracter makes that roll by, an additional character isupplied for that day by the hunter/forager. Thus, if a
unter/forager succeeds in a Survival roll by 10+ points,
n entire party of six individuals will have full supplies
at day, and thus will not need to reduce the party's
upply stores for that day.
If multiple characters are sent hunting/foraging during
period, each character can gather supplies, and in so
doing may even gather more supplies than the party
needs for that day, in which case any excess is added to
the party stores, granting additional days of travel befo
they will run out of supplies.
While traversing the wilderness, a skilled survivalist ca
thus supply the entire party with only a little time
devoted occasionally to gathering needed supplies.
However, the Player should keep in mind that harsh
terrain will make gathering the necessary supplies mor
difficult. The difficulty for the Survival roll depends on
the type of wilderness terrain that the character hunting
foraging is currently on.
TABLE 0.1 - HUNTING FORAGING DIFFICULT
TERRAIN TYPE
Jungle
Forest/Woods/Swamp
Other Wilderness
Desert
Tundra
Barren
Blight
BASE
5
10
15
20
25
35
50
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multiple modifiers apply, then they stack. A hunting/foraging character must make a Survival roll equal to or higher
an the difficulty after all modifiers have been applied.
r ease of play, instead of keeping track of the exact amount of supplies that the party has, keep track of just the dailypplies. Then, when a fraction occurs, such as when hunting, split off one day's supply unit, and keep track of that
ction separately, only adding it back into the daily supply when it becomes a full day's supply, or erasing it entirely
should ever be fully consumed.
TABLE 0.1.1 - HUNTING FORAGING MODIFIERS
SITUATION
Fall
Winter
Night
Downpour
DroughtLightning Storm
* Most of the difficulty during the night is the inability to see. Reduce to -10 if there is
light (such as a full moon or lots of torches), and reduce to -5 if the character has
some means of seeing in the dark. Reduce to -0 if the character can see as well in the
dark as if it were day.
DIFFICULTY MODIFIER
+5
+10
+15*
+5
+10+15
Several modifiers can be applied to this difficulty,
depending on such things as the season and the weather.
The season is, of course, determined by the chosen
adventure. The weather, however, barring magic, is a
random event. See the Weather section for more details
about weather.
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ehydration and Starvation
PAGS applies no major alterations to the Pathfinder
ules for starvation and dehydration. However,
ehydration is rolled only once every period instead ofnce every hour, since SPAGS doesn't deal with
our-long travel times.
ince the roll is only made once every four hours, the
amage for a failed roll is averaged to 2d6 non-lethal hit
oints, since it is assumed that the character wouldn't
il every single roll during that four-hour period. The
layer can, of course, simply make four separate checks
ach period and strictly obey the rules of Pathfinder, but
at system is intended for calculated hour-long travel
stances, which SPAGS doesn't use.
quipped and Unequipped
isease is an ever-present risk when traveling out in the
pen, especially in certain types of terrain. Every time
at the party set up a camp, they run the risk of
ontracting a disease. At the end of any encampment,
very character in the party must make a Fortitude check
gainst disease as if a Disease Event occurred (see
ection 7).
ut, it's not actually as bad as it may at first appear. Asng as the party are well-equipped for survival in the
ilderness, they need never actually roll for disease,
arring certain special types of terrain. If the party are
ell-equipped, the Player never even need check the
isease Table, as the Player will already know the party
eed not roll. It is only those who are ill-equipped for
e wilderness who regularly run the risk of disease.
he risk of disease depends on the type of terrain. For
most wilderness terrain, a good blanket and a campfire
re all the protection anyone needs for the night. In more
sease infested terrain, such as jungles and swamps, a
nt and even mosquito netting are advisable. If a
haracter has those four pieces of equipment, they are
ell-insulated from disease on all types of normal
rrain. The only terrain they need worry about is Blight,
nd anyone entering into Blighted Terrain infested with
magical disease should already be well aware
at they are running the risk of disease.
Rest
Resting demands the use of two 4-hour periods in ordeto gain the full 8 hours of rest needed to heal. The party
can journey on after only one period of rest with no ill
effects, but they will neither heal nor regain spells
should they do so.
Secondarily, a roll for an Event is also made during
every period spent resting, unless that rest is taken in a
safe location, such as a town or sizeable village. If the
party don't set up some kind of watch or warning system
they are automatically surprised by an Encounter
resulting from an Event while encamped.
Studying Spells
Studying spells demands the devotion of at least one
period. Thus, in order to regain spells, a character must
study for one period, and then sleep for an additional
two. Effectively, this means that the party must rest for
12 hours if they want their spellcasters to regain their
spells.
The period spent studying is also a good chance for oth
members of the party to hunt or gather supplies.
Hex Features
The hex maps of a SPAGS adventure include most of th
usual terrain types, from mountains to grasslands.
However, there are a few terrain features that are
included with these maps that you may not be so famili
with. These features are detailed here.
The hexes of these maps are made large so as to be abl
to contain a number of features at once. These hexes w
have the usual terrain features, which you may alreadybe familiar with, and those will be detailed farther belo
But they will also contain a number of additional
features specific to SPAGS adventures.
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City: Not every SPAGS adventure will have a city.
Cities are places with over 10,000 people living in them.
Not every location can support so many people clusteredtogether in one place. Not to mention, cities are difficult
places to protect against fire, disease, and looting. But
cities provide everything that a town does, and more. All
cities offer any item from the official Pathfinder books
that is less than 100gp in value, and larger cities and
trade cities can often offer even more than that. In
addition, cities may even contain whole adventures in
their own right. Instead of having to go out into the
wilderness to find adventure, an adventure can be found
right there within the city itself. Any city that is part of a
SPAGS adventure will be described in much more detailin the adventure book.
[Skull & Crossbones] Danger Level: This icon is not
on the map hex per se, but it is a part of the map. Every
map of SPAGS contains a number of territories, and
each such territory might be dangerous. The number of
[Skull & Crossbones] listed beside the territory name is
an indication of how dangerous that territory is. The
Danger Level of an area is included in several rolls,
including the determination of what type of Event occurs
when an Event is indicated while traveling through aparticular territory.
Town: A town is one of the main adventure hubs of a
SPAGS adventure. In a town, the party can rest and heal
without worry, purchase (limited) supplies, craft,
research information, and accept new quests. In a town,
any item from the Pathfinder official books can be
purchased as long as its cost is less than 10 gp. Any
towns that are a part of a SPAGS adventure will be
described in more detail in the adventure book.
Unknown: An area marked as Unknown has not been
explored by anyone who has spread word of what was
discovered there. Such places are rare, but in this time
there are places that have gone wholly unseen by one or
more of the races, and such places go unmarked on any
map fashioned by those races.
Village: If a village is large enough to be marked on th
map, then it contains enough structure to provide the
party with a safe place to rest. While resting at such a
location, the Player need not check for Events of any
kind. Villages are not large enough to provide any othe
types of services, however.
The map symbols have been organized by the difficult
of the terrain. A Player can use this information as a
quick reference to determine the movement cost
associated with that particular terrain. See the Travel
section for more details, but basically a party can trave
across 3 hexes of Easy terrain, 2 hexes of regular terrai
or 1 hex of difficult terrain during any given period.
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Map Symbols
The map symbols have been organized by the difficulty of the terrain. A Player can use this
information as a quick reference to determine the movement cost associated with that particularterrain. See the Travel section for more details, but basically a party can travel across 3 hexes of Easy
terrain, 2 hexes of regular terrain, or 1 hex of difficult terrain during any given period. Map Features
have no effect upon movement.
EASY TERRAIN
City
Fields
Road
Trail
REGULAR TERRAIN
Dead Woods
Grasslands
Path
Low Hills
Woods
DIFFICULT TERRAIN
Broken Lands
Dead Wooded Broken Lands
Forest
Hills
Swamp
Wooded Hills
SPECIAL TERRAIN
Bridge
Ford
River
IMPASSABLE TERRAIN
Mountain (that lacks a pass)
Ocean (without hiring a ship)
FEATURES
Border
Danger Symbol
Town
Village
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nce the characters are made, what do you, the Player,
o? To begin with, the adventures of SPAGS are built
round the concept of quests. The party acquires various
uests from the denizens of the various settlements in
e adventure. When they complete quests, it earns them
nown, which in turn allows them access to more
ensitive or riskier quests.
ventually, then, if they continue to survive and
omplete quests, they will take and complete the final
uest in the adventure, and thus complete the adventure,
winning" the game.
World Map: This is the main means through which the
layer will interact with the game. When the party
cquires a quest in one of the settlements, a make a note
f it ion the Adventure Record Sheet, thus showing the
lative location where the quest can be completed. That
ay the Player can easily keep track of which quests are
here when multiple quests are active.
uests
quest is, at heart, a task. A one-time job that the party
kes up, whether they are hired to do it, ordered to do it,
r simply take it up on their own. Completing that taskquires resolving whatever objectives make up that
sk. If the task is completed successfully, the party then
ceives a reward for its completion.
ifferent quests will offer different rewards, but they
ill all, generally speaking, also offer the party 1 Glory
r 1 Notoriety, depending on which side of the law the
arty is currently playing on.
ach settlement will have its own lists of quests
vailable within its environs. The party will have tourney to each settlement if they want to acquire each
ettlement's quests. The most basic of quests are
enerally available at the main gathering place of the
ettlement in question, usually a tavern of some sort.
he tougher and more advanced (and thus more
rofitable) quests are usually more hidden, and the party
ill have to hunt those quests out as they can.
Quests are divided into three basic categories: General
Quests, Reward Quests, and Story Quests. General
Quests are the common ills that might plaque any townbandits, monsters, tax collectors, and everything else o
similar kind. These quests are normally much more
generic and random in nature.
Reward Quests aren't really quests per se. If the party
perform well when completing General and Story ques
the quest giver may give them a reward that involves
traveling to another location. There is no adventure
connected with such a quest. Once the party arrives at
the destination, they receive the stated reward. That is
all.
Story Quests are the centerpiece of the adventure. They
are the quests that must be completed in order to "win"
the game. Typically, there will be far less random
content in the Story Quests than the General Quests, in
order to allow the Story Quests to properly convey the
adventure's story. At the same time, General Quests wi
also tend to be simpler and easier to complete.
Several quests will have prerequisites. The party canno
accept these quests (or even usually hear about them)until they have completed the stated prerequisites for
those quests. Once they have completed all prerequisite
for a particular quest, they are free to go to the quest
giver and take up the quest.
Settlements
There are several settlements on the World Map. The
party is normally free to journey to any of these at any
time. There are not normally any restrictions placed
upon the party's movements, other than the one that
states leaving off the edge of the World Map (foranything other than story-related reasons) will instantly
lose the party the adventure, since they will not make it
back in time to complete the adventure before their
opponents have completed their nefarious plans.
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ach settlement within the adventure that is at least of
wn size will list its income level for trade, any private
ollectors that might be living there and how to gain
ccess to them, a list of quests available at that
ettlement and how to gain access to them, and any
gencies at work in the area and how to gain access to
em. There may also be a list of additional services
vailable, such as gambling, which the party can partake
if they have the funds.
ities are exactly like towns, except bigger and often
ffering more wealth, more opportunity, and more
ariety. Villages, on the other hand, are too small to
upport many services. While there may be many
llages shown on the World Map, villages are not
ormally listed in the list of settlements, unless they are
art of a Story Quest. Most villages will not even be
amed. This is because they are too small to offer any
ervices other than a place to stay for the night and
upplies for the expedition. Unless a village is in the
ettlements list, these are the only services available at a
llage.
Many other villages may be scattered across the
ountryside than are shown on the map, but these otherllages and hamlets are too small to offer any protection
r supplies to the party, and so are not generally a part of
e adventure, unless they are part of a Story Quest.
ungeons
Many a quest ends in a dungeon. In a SPAGS adventure,
ungeons have to be treated a little differently. Because
ere is no Gamemaster, a dungeon needs to have
ndom generation if it is to retain surprise. On the other
and, random dungeon generation isn't really feasible
or anything except making mega-dungeons. Forstance, when a random dungeon includes the
ossibility of generating a crossroads length of hall,
ere is the potentiality of rolling 25 crossroads in a row,
ach split offering the potential of a whole new area of
ungeon.
The adventures of SPAGS are thus instead going to use
modular dungeons with random layouts of monsters an
treasure. The Player will be able to see much of the
dungeon's layout ahead of time, but the dungeons will bsmall, so it will make sense that they know the general
layout, in the same way that a person can assume the
general layout of a house simply by looking at the layo
of the outside walls. The monsters within, where they
are, and what they are doing, though, will all be
randomly generated.
Agencies
Agencies are powerful individuals or organizations in
the adventure. Such agencies tend to have their own
agendas, along with a number of private quests availabto members in aid of achieving those agendas.
Some of these Agencies may even allow the party to
join, though usually not for free. Belonging to an Agen
normally offers some general, tangible reward, such as
being part of a police agency offering the benefit of
Authority. Agencies can also be a friend in times of nee
(but only if the Agency offers loyalty to its members -
not all do). The thing about Agencies, though, is that on
of the prerequisites of joining tends to be not being a
follower of any other Agency, often even requires notbeing even a former follower of any other Agency.
Former members of other Agencies are often considere
all too likely to be spies of the other Agency who are
only pretending to be former members, or at best are
considered to be people who are simply too disloyal to
be of any real worth.
The party can freely choose to join any such Agency
they want, though they should be fully aware that joini
an Agency means that that Agency's enemies tend to al
become their enemies.
In most SPAGS adventures, the Story Quest can be
completed without ever joining an Agency. When that i
not the case, that fact will be made very clear during th
course of the adventure.
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he main objective of the party is completing the final Story Quest. Not all quests are available to the party at the star
e adventure, and that most definitely includes the final Story Quest. The party will have to first seek out the final Sto
uest, accept it, and complete it in order to complete the adventure and "win" the game. Once the final Story Quest is
omplete, the adventure is over. Though the Player can, if wanted, finish off the rest of the quests from the adventure
ourse.
o sum up, then, the party goes to settlements, talks to the quest givers there, accepts the quests that they want to take
ets off into the wilderness to complete those quests, then returns for the reward for successfully completing the ques
hould they manage to complete one successfully). And then, once they complete the final Story Quest of the advent
e party "wins" the game.
he descriptions of the settlements in a SPAGS adventure are broken down into several categories, in order to aid the
layer in quickly gathering the information needed as the party travel from place to place across the World Map. The
layer will not always need to read every detail of a location, such as when returning to a settlement, and will only ne
skim through to the relevant parts the party intends to engage with on their return visit.
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ype: This category lists a quick description of the settlement's size category and general description.
opulation: The number of people living at the settlement.
ear Established: Usually, this will be the year that the settlement was founded. Occasionally, it will be the year it w
corporated into whatever power holds sway over it.
escription: The physical description of the settlement and its surroundings.
rrival Skills: Whenever the party first enters a settlement (and only the first time), there will often be skills to roll.
very member of the party who has one of the skills listed here can attempt those skill rolls. When multiple character
oll an Arrival Skill, usually the highest roll is the only one that matters. If it is otherwise, that fact will be stated in th
ection as well. Record the results of the roll, as these are open-ended rolls that are used for various purposes in that
ettlement. For instance, the Knowledge (local) skill could be used to determine whether the party knows the history
e various locations within a settlement. If the party's high roll was a 16, then they would know the history of every
cation whose Local Knowledge difficulty was 16 or less. Once an Arrival Skill has been rolled, it is not rerolled un
nd unless a character raises the skill that was called upon. Then, and only then, the character is permitted a reroll.
treetwise: In many SPAGS adventures, a special "skill" is included amongst the Arrival Skills - the skill of Streetwi
his is a skill that those of a more rogue-ish persuasion might have, and includes such things as thief signs and crimin
rgot. To determine a character's Streetwise skill, add up all levels in rogue-ish classes, with Rogue levels counted in
ull, and levels in all other rogue-ish classes (such as assassin and bard) halved (round down). The result is the
haracter's Streetwise skill. Other than that, Streetwise is used just like any other skill in the Pathfinder Roleplaying
ame.
rade Level: Effectively, this is the amount of money that flows through the settlement. A settlement does not sell an
em that is equal to or greater than its Trade Level. Such items are simply not available at that location. They have
either the wealth available nor the demand to support such items.
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settlement will also not purchase any equipment from the party that is greater than the settlement's Trade Value,
nd for that same reason. In addition, though, no settlement will purchase equipment at its full value, or even at half
rice. The details of a settlement's purchasing rate are stated in this category, but it is often 1/10th the full value.
ree Locations and Closed Locations: Settlements often contain specific locations within them that the party can
sit, such as the local tavern. When such locations contain quest givers, they will be listed in one of these two
ategories. Free Locations are those locations within a settlement that the party can visit freely as soon as they
rrive at the settlement. Closed locations require that the party fulfill some sort of prerequisite before they can visit
em.
ccess: One of the subcategories of Locations is Access, or what prerequisites must be satisfied before the party
ill be able to visit that location. The party must satisfy all prerequisites in order to visit the location. Sometimes,
ough, one of the prerequisites can be satisfied in multiple ways. When this is the case, that prerequisite will be
sted with an "a" or "b" option.
rivate Collectors: If the party are selling equipment, they can often get a much better price if they can find a
rivate collector. Private Collectors are not always easy to find, however, as many of them take their privacy
eriously. Each of the private collectors in a settlement (should there be any) will be listed in this section, as well as
hat they buy and at what price.
ccess: One of the subcategories of Collectors is Access, or what prerequisites must be satisfied before the party
ill be able to meet that individual. The party must satisfy all prerequisites in order to meet that collector.
ometimes, though, one of the prerequisites can be satisfied in multiple ways. When this is the case, that prerequi-
te will be listed with an "a" or "b" option.
gencies: When an Agency is operating within in a settlement, it will be listed in this category, along with what
enefits it provides to its members at that locale. Occasionally, an Agency will also provide benefits to non-
members, but this is rare. Finally, if the party can join the Agency at that location, the means of doing so will be
etailed in this category. Agencies are detailed just as any other location in a SPAGS adventure.
uests: Each settlement of sufficient size will have a number of people who have tasks that they want done. Theseuests will be organized alphabetically by location within the settlement, and then by the person giving the quest.
he party needs to have access to the location that the quest giver is in, and then needs access to the particular quest
ver in order to receive a quest from said quest giver. Not all buildings are open to everyone, and not all people
ill just speak to anyone off the street, much less trust them with an important task.
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Most of the Events that a party may encounter whileraversing the wilderness are pretty straightforward to
deal with. When an Event has occurred, the Player rolls
on the Day or Night Event table, depending on whether
t is day or night, and then turns to the indicated section
nd follows the description for that particular Event.
Those Events where an Encounter have occurred,
hough, can be quite a lot more complex. Encounters, as
tated earlier, are any Event where combat may occur.
SPAGS Encounters are divided into two general types:
Friendly and Unfriendly.
Friendly Encounters: Friendly Encounters do not
lways turn out friendly. Lots of things can go wrong
during a Friendly Encounter. Someone could gaff, a
patrol could misidentify a member of the party as a
riminal, the party might attack for reasons of their own,
or the friendlies could even secretly be enemy spies. The
erm "Friendly Encounter" is used for those Encounters
hat should turn out well. How a friendly Encounter
proceeds is dependent on several factors, many of them
based on the choices and skills of the party.
Unfriendly Encounters: Unfriendly Encounters are
hose Encounters which are likely to turn to combat. Not
very Unfriendly Encounter will necessarily end in
ombat, but most will. These are the Encounters that are
n red on the Events Table.
How an Unfriendly Encounter proceeds is dependent on
everal factors. Unlike Friendly Encounters, the type of
Unfriendly Encounter that occurs often has a lot to do
with what territory the party is currently in. When a
Territory Encounter occurs, the Player checks which
erritory the party is currently in on the World Map, then
goes to the page in the chosen adventure that details
Encounters in that territory - such as the goblin's page
when in goblin territory.
Wilderness Territory is treated the same, except that theWilderness Territory is any hex that is not part of a
controlled territory. In other words, step outside of
controlled territory, and you are in the wilderness.
Additionally, Wilderness Encounters can occur in all
territories anywhere on the World Map. That is why
there is a Wilderness Encounter line built into the Event
Table. When traversing the Wilderness Territory, a
Territory Encounter or a Wilderness Encounter will both
thus result in a Wilderness Encounter.
Random Monster Encounters are somewhat separate
from this system, being as they do not have a territory of
their own. Like Wilderness Encounters, Random
Monster Encounters can occur in any territory anywhere
in on the World Map (though the more dangerous
Monster Encounters will only occur in dangerous lands)
Being somewhat separate from the Territory Encounters
Wilderness Encounters and Random Monster Encounter
are detailed at the end of the Encounters chapter. The
Territory Encounters are listed first, and they are listed in
alphabetical order.
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Each of the Encounters in an adventure will be broken
down and detailed in the same manner. The specificsmay vary greatly, particularly when it comes to combat,
but the overall structure will remain the same. It is as
ollows:
Type: In this category, the specific identities of those
who have been Encountered are detailed. Who they are,
how many they are, and to what purpose they are about.
Faction: In SPAGS, a faction is the particular group or
organization to which the members of an Encounter owe
heir allegiance. For example, when a Patrol Encounter
esult occurs, the patrol might be a patrol of police, anrmy patrol, or even a patrol of civilian elves guarding
heir borders. Not every Encounter will need to
determine a faction, as some Encounters will only have
one faction available to it. When there is a choice of
actions, the Player rolls on the Faction Table to
determine which faction the Encounter belongs to.
Purpose: Once the Encounter's faction has been
determined, the Encounter's purpose is determined. The
action is determined first because it will often have
ome influence on the group's purpose. A group's
purpose is not necessarily what they are currently about,t is instead to what task their faction has assigned to
hem. For example, the Royal Guard might have a group
of guards guarding an important personage, or guarding
treasure, or escorting criminals. A group's faction and
purpose are determined first, because these things often
have an influence on how many people the faction has
ssigned to the task at hand (which is the main
onsideration for the party).
Experience: This category is for Unfriendly Encounters.
The roll on this table determines the relative level of the
various people in the group. The Danger Level and AlertLevel in a territory have a large influence on the number
nd level of the forces the party will meet in a territory,
nd the tables in this category control that influence.
# Appearing: The number of people in the group that
the party are facing. For many Encounters, this is prett
self-explanatory - roll the number of dice indicated, an
that is the number of individuals of the already
determined type that are in the opposing group. With
sentient creatures that might have levels, things becom
a bit more complex. The number appearing roll is still
rolled, and this will influence the number of individual
in the opposing group, but it is not the main roll. Instea
such groups are divided into leader/commander,
specialists, and regulars.
* Commander: Every group has a leader, but not eve
group has a commander. A commander is a specific typ
of leader, one who has an official, assigned role within
the group. In SPAGS, the main benefit of having a
commander is a commander prevents the need for a
morale check when the first member of a group is kille
On the other hand, the group must make a morale chec
when their commander is killed. Should a commander
killed, they are immediately replaced by a leader.
* Leader: Leaders (whether they are commanders or
not) make all leadership and command rolls for the
group. The first leader in a group has a special
Intelligence and Charisma. These are defined in the
Encounter section. If the leader is killed or incapacitatein some way, the replacement leader is not given a
special Intelligence and Charisma. Those are only for t
initial leader. When a leader is killed, leadership is
automatically transferred to the individual in the group
with the highest level, then highest Charisma, then mo
hit points. If all of that is a tie, then determine the
leadership amongst the tied individuals with a random
roll.
* Specialists: The members of a group who have
classes and levels (besides the leader). Generally, these
are the toughened and experienced individuals within group.
* Regulars: These are the mainstay of the force
encountered by the party. For example, regular goblins
instead of goblins with classes and levels. Any slot not
taken up by the leader or specialists is filled with
regulars.
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When determining the # appearing for such groups, the
layer rolls # Appearing first. The result is the baseline,
r the number of open slots in that Encounter. The first
ot is always taken up by the leader. That is a given.
hen specialists are rolled for. Generally this is a d4 die
oll with a negative modifier, which may mean that a
ven Encounter won't count that particular specialist
mongst its numbers (if the result of the roll is 0). Each
vailable type of specialist is rolled for separately.
ny remaining slots after the leader and specialists have
ken up theirs is filled up with regulars. If there are no
more slots available, then no regulars appear in that
ncounter. If more slots are taken up by specialists than
re available from the determined # Appearing roll, that
fine. All rolled specialists always appear in an
ncounter, even if that puts the Encounter far above the
olled # Appearing. -Where things are dangerous or the
lert Level is high, factions tend to send in larger and
more experienced groups than their regular # Appearing
might imply.
oticed First?: This is a special category. If the party
oticed the other force first, then this category is
kipped. Only if the other force noticed the party firstoes the Player conduct this category.
Within it, the actions of the other force are determined
s-à-vis the party, who still don't know that this other
roup has seen them. Essentially, the tables in this
ategory determine what the other group will do in the
pace of time that the party remains unaware of them.
When they noticed the party determines what actions are
vailable to them, and a random roll determines which
f those actions they will decide to take.
irst thing, the Player determines when the other group
oticed the party. This is a Perception roll, just as it was
hen determining if the party noticed the opposing force
rst. Fail, and the opponents noticed the party at the
ame time as the party notices them. Succeed, and they
otice the party a round before the party notices them.
chieve a critical success, and they notice the party a
minute before the party notices them.
Once that has been determined, the opponents' actions
can be determined. The faction that the group belongs
may apply a modifier to this roll. Such details can be
found in the selected adventure book.
The Actions Table will be different depending on the
creatures involved, but the possible options available t
them will not. The possible options are as follows:
Ambush: The other group attempts to waylay the part
in ambush. Skip negotiations and go directly to an
ambush combat.
Avoid: The two groups go their separate ways, with the
party never the wiser that the other group was there.
Confront: The group calls the party out in some way.
Often, this will be to determine who they are working
or if they have committed any crimes (how much
Notoriety they have acquired). If the opponents do
challenge the party in such a manner, it causes a Sense
Motive roll with a difficulty of 20, same as issuing a
Challenge does for the party. The results of the roll wil
often go a long ways to determining the final Reaction
the opposing group has to the party. The result of an
Encounter's Confront option will be detailed in the
adventure book.Evade: The party has spotted the other group but the
other group wants nothing to do with them and has
attempted to get away. If the party chooses to ignore th
other group, then the two groups go their separate way
If the party chooses instead to give chase, then a Chase
occurs. SPAGS adventure books will often contain
Chases in the appendix that the Player can apply to the
situations.
Parlay: The other group seeks to have a friendly
conversation. If the party accepts, then negotiations
begin. If the party refuses, then the two groups go theirseparate ways. Most often, those who are willing to
parlay already have a good Reaction towards the party
Negotiations: Negotiations begin once two groups
decide to speak with each other. The party can break of
negotiations at any time and attack. Also, the party doe
not need to attempt negotiations if they think the curre
Reaction of the opposing force is good enough.
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When negotiations occur, the various groups involved
have a discussion about what they are going to do about
ach other. These negotiations can start off friendly, orhey might start hostile, or anywhere in between. How
he negotiations proceed from there will depend on the
ctions of both sides.
The Diplomacy skill is the key to good negotiations. If
omeone in the party has it, the party will stand a good
hance of having pleasurable negotiations. If the party
do not have such a person, negotiations will tend to go
poorly indeed.
Normally the difficulty of the Diplomacy roll is 15, but anumber of modifiers may affect the difficulty of the
Diplomacy roll. These modifiers will be listed with the
Encounter in the adventure book. The Diplomacy roll is
made by the party's chosen spokesperson, and only the
pokesperson.
The Diplomacy roll determines the final reaction of the
opposing group. The Player takes the opponents' current
Reaction state and adjusts it according to the result of
he Diplomacy roll. If the roll is a critical success, then
he opponents' Reaction is shifted upwards by twoategories. If the roll is a success by 5 or more points,
hen the opponents' Reaction is shifted up one category.
f the roll is a success by less than 5 points, their
Reaction remains unchanged by the negotiations. If the
oll is a failure, then their Reaction is lowered by one
ategory. And finally, if the roll is a critical failure, their
Reaction is lowered by two categories.
Reaction: A general determination of how the opposing
orce feels about the party. The initial reaction is often
determined by how the two groups met, the party's
members, and the party's previous actions during the
dventure. There are seven possible reaction states,
which can all be found in the table below.
TABLE 0.2 - REACTIONS
Allies
Friendly
Genial
Neutral
Wary
Hostile
Hatred
Once negotiations are complete the final reaction state
determines the opponent's action. The exact action tha
they take will be detailed in the adventure book, but in
general it will be something along these lines:
Allies: Due to the favorable impression that the party
gave the other group, the other group decides to grant t
party a boon. Roll on the Boon table with a +5 modifie
Friendly: The other group thinks well enough of the
party that they bestow a boon of some kind. Roll on th
Boon table below.
Genial: The other group leaves after wishing the party
good luck in their endeavors.
Neutral: The two groups part ways without incident.
Wary: Both groups go their separate ways, but the oth
group is suspicious of the party and reports them to som
authority. The results of that report will often depend o
the party's actions during the adventure up to that poin
Hostile: The other group attacks.
Hatred: For whatever reason, the opposing group com
to hate the party. They attack immediately. The party
must roll for surprise, but their opponents need not.
ToAdventure
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pokesperson: The Diplomacy roll is made by the
hosen spokesperson for the party. Generally, thepokesperson is the most "talky" individual in the party,
ut the spokesperson must step to the fore when
ngaging with the Diplomacy, which can often lead
em to being the first to be attacked should things go
our during the negotiations. The Player will have to
make a decision who is best to represent the party as
pokesperson on a case-by-case basis. The party need
ot use the same spokesperson for every Encounter, of
ourse, but once a spokesperson is chosen for a
articular Encounter, that spokesperson cannot be
witched out during the Encounter.
hould negotiations go really well, it may even result in
e party being given a boon. When this is the case, the
xact boon is determined by a random roll, and the
ffects of the boon are detailed in the Boon section of
e Encounter in question.
arty Challenge: At any time during a negotiation, the
arty can issue a Challenge to the other group,
tempting to discover who they really are. A Challenge
an only be issued once during an Encounter. Issuing ahallenge also immediately drops the other group's
eaction by one category. However, it is the only
on-magical method the party has of identifying the real
motivations of those they are dealing with.
heir real motivations may be exactly as they seem,
sually are, but it is a possibility that the other group is
ding something. When the party issues a Challenge, a
ense Motive roll is made. The difficulty of this roll is as
Hunch, or 20. Succeed, and the party identify any
ecrets the other group may be guarding. Fail, and thearty are left thinking that the other group has no hidden
gendas. Everyone in the party who is involved in the
onversation makes this roll. The difficulty is raised by 5
the party for some reason cannot see the other group,
s paying attention to physical cues is part of sensing
motives.
Hidden Agendas: When an opposing group does have
hidden motivation, that motivation is detailed in the
Hidden Agendas category. What occurs if the party
discovers that agenda is also detailed in this category.
Encounter Details
Encounters have more detailed descriptions of the
creatures involved at the end of the Encounter
description. In SPAGS, creatures are described using th
following categories:
Attributes: SPAGS lists only the Attribute bonuses tha
opponents may have, since in most SPAGS situations
that is all that is relevant. If the exact number becomes
relevant, it can be determined by making a 50/50 roll fthe two attribute points that cover that bonus.
Equipment: A list of carried equipment. This list is by
no means exhaustive. It details only the equipment
carried that might be used in combat.
Treasure: The amount of treasure that each individual
that type is carrying.
Penalties: Sometimes society punishes those who atta
certain groups, such as those who attack the Royal
Guard. Any such penalties are listed here.
Reward: Occasionally, there are rewards for attacking
certain groups, such as bounties for catching criminalsAny such rewards will be listed here.
Spells: A list of any spells an individual of the type ma
know. Since the levels of an opponent in a SPAGS
adventure are often determined randomly, an individua
may not have access to all of the spells in the list. Whe
that is the case, start on the left and fill up the actual
available slots with the first applicable spell found.
Relevant Feats: A list of Feats that might be directly
applicable to the combat. Most Feats that a group has a
already figured into their stats. Feats are only listed he
when the doing of that is impossible and the Feat stillneeds to be known by the Player.
Combat: The general tactics creatures of the listed typ
will use when engaged in battle. However, these are
templates, not absolute rules. The Player should stick t
these guidelines as much as possible, but battles are
chaotic, and a Player of SPAGS should use best
judgment when having opponents adjust to the flu
situations on a battlefield.
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When negotiations break down, or one side or the other
s just feeling aggressive, the negotiations will tend tond in violence. When a combat occurs, the actions that
he opposing force(s) will take are determined (as much
s possible) with randomized tables.
These tables are not completely "random", because the
opponents the party fights shouldn't run around like a
hicken with its head cut off. (And they will with
ompletely random tables.) Instead, the actions of any
nemies will be determined randomly within a
ramework, so that the party cannot always predict what
heir opponents are going to be doing at any givenmoment, but those opponents will still function as viable
nemies who are seeking to defeat the party.
The relative intelligence level of the opposing force will
have an effect upon the number of combat options
vailable to the opposing force, and the leadership skills
of their commander (should they have a commander)
will influence their ability to stay firm in a tough battle.
Once a combat occurs, that combat uses the Pathfinder
ules as per the Pathfinder Core Rulebook [TM], and thatbook will take over much of the combat proceedings
rom here. The only thing that gets decided with the
SPAGS rulebooks is how the opposing forces act within
hat combat.
Combat Maps
t is highly recommended that the Player makes use of
ombat maps while playing a SPAGS adventure.
Detailed maps are not necessary, but the Player may
quickly find that keeping track of 6 characters and as
many (or more) opponents can quickly become tediouswithout some kind of mapping system. That, or
devolving the combat into some simplistic system where
movement is not an issue in order to lessen the amount
of detail involved. Good maps can help alleviate these
kinds of difficulties while maintaining the core integrity
nd detail of Pathfinder combat.
Once combat occurs, the first thing to do is determine
battlemap. In any combat found within a Story Quest,
the choice of battlemap will already be determined by
the Quest. For other combats, the battlemap is
determined, in part, by the terrain. Essentially, random
encounters will use a battelmap that is suitable for the
terrain. SPAGS adventures come with a number of
terrain battelmaps that can be used for any combat to
which they are applicable. The Player can also substitu
any battlemap that is fitting to the situation.
There is only one difficulty with adding other battlema
to the adventure - Zones.
The 9 Zones: Every official battlemap of a SPAGS
adventure is divided into a grid of 9 zones. This grid is
used to determine where a group starts on the map.
During every fight, each side will be assigned to a Zon
The Player can arrange the party in any manner the
Player likes as long as all characters remain within the
selected Zone. Any opposing forces will start in a
different Zone from the party, and the arrangement oftheir forces is determined randomly.
Arrangement: The Player can arrange the party on th
map in the determined Zone in any way that the Playe
sees fit. In almost all cases, though, the Player will hav
to place the party before placing the opposing forces.
This is to ensure that the resulting combat plays out as
similarly to a Gamemaster's hand-tailored encounter a
possible. The party will sometimes have a chance to
move into a more advantageous position later in the
Encounter. Should the Encounter have resulted in the
party ambushing, for instance, they will be given a
couple of free rounds in which to prepare for the
ambush.
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Sample Battle Map with indicated zones.
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he opposing force(s) are placed within their starting
one using random tables. Their initial facing will alsoe determined in those tables. Facing can often be used
o determine which members of the opposing force
nitially noticed the party. Any members of the opposing
orce who are facing the party's starting Zone are the
nes who notice the party first. If there is no such person
n the entire group, then one member of the opposing
orce is randomly determined to have been the one to
otice the party. After that, those who have noticed the
arty can relate what they have seen to their comrades
ormally.
or ambushes, the group being ambushed are
utomatically located in the center Zone. In any other
ype of conflict, each group is assigned a side. The
layer picks the side for the party, and the opposite side
s the side for the opposing force. If there are multiple
pposing forces, then their respective sides are
etermined with a die roll from amongst the three sides
hat are not the party's side.
ach side of the map has three Zones. Once a group has
side, that group's official starting position within thatide is determined with a d6 roll, with 1-2 being the left
one, 3-4 being the middle Zone, and 5-6 being the
ghtmost Zone.
or ambushes, a d8 roll is made instead, with a 1 being
he Zone in the upper left-hand corner, and counting
lockwise from there. The force not being ambushed is
hen placed in the resulting Zone.
When multiple groups are involved, they can start in the
ame Zone, but opposing forces cannot start in the sameone as one another. Remove any such already occupied
ones from the roll, and roll to place the group within
he remaining Zones. Once the combat starts, though,
he lines of the Zones become meaningless on the map,
with everyone able to cross over them freely.
Formation: After every group has a Zone and the part
has been arranged within their Zone to the Player's
liking, it is time to place the opposing forces. Opposin
forces are almost always placed at or near the center oftheir Zone. The manner in which they are placed is
determined by a random roll, though occasionally grou
may have only one formation available to them. Single
opponents also do not need a formation, since they hav
no one to form a formation with.
Available formations, and their descriptions, can be
found in the relevant sections in the selected adventure
book.
Strategy: Once combat begins, in the first instant of thfirst round, the leader of any opposing forces will call
out an order to the group to arrange themselves for
battle. The actual command that their leader gives is
determined randomly. How many orders a leader has
available is determined by the leader's Intelligence. Th
roll for determining the Intelligence level of the leader
differs depending on the Encounter, but is often d6-2.
The result of that roll is the bonus the leader has from
Intelligence. Thus, a roll of 1 (or 3 - 2 = 3) translates to
+1 modifier from Intelligence, or an Intelligence of 12
That modifier is applied to the roll on the Encounter'sStrategy Table.
The orders that might be given are thing like "Charge"
"Attack the Leader". Every member of the opposing
group will follow the given order to the best of their
abilities. The available orders will be defined in more
detail in the selected adventure book.
Morale: It is highly recommended that Morale be used
during any SPAGS adventure. While it is not necessary
to incorporate a morale system into the session, when asingle person is controlling 6 characters and as many o
more enemies, rolling for every action that every singl
one of them takes, things can easily become tedious if
every fight is fought to the last man. Morale helps to
keep the game moving, even though it is adding extra
rolls to some of the battle rounds.
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26
Effectively, Morale is the conviction of a force to finish
the battle. Only forces opposing the party have Morale.
In the case of the party's Morale, the Player hascomplete control.
Morale is a Charisma roll performed by the designated
eader of the group. There are three times during a battle
when a morale check may be required:
1) When the enemy has had its first casualty (this check
s not made if the group has a commander)
2) When the enemy loses its commander (should it have
one)
3) When half of the enemy are eliminated
Note: a commander is not the same as a leader. A
commander is an official position where one individual
s the undisputed head of the group. A leader is someone
who represents the group for certain group rolls, but
does not command the group.
In each instance above, a morale check is performed by
the designated leader. The roll is a d20 modified by the
eader's Charisma modifier. If the roll is a success, then
the group fights on. If it is instead a failure, then thegroup attempts to flee, or, if intelligent and cornered,
will attempt to surrender. A cornered unintelligent
creature will fight if it cannot flee. A cornered intelligent
creature who is still being attacked by the party after
attempting surrender will fight back.
If a group that has failed its morale check is allowed to
flee, they will immediately leave the area, never to
return.
The party may receive various rewards for a surrendered
enemy, if they take the trouble to transport them to a
settlement of at least town size. Any such potential
rewards will be listed with the Encounter.
When making a morale check, the difficulty is
determined by the type of Encounter. Some creatures a
more cowardly than others. An Encounter's morale che
difficulty can be found in the selected adventure book,listed with the details of the Encounter.
The leader's Charisma bonus is determined randomly,
the same manner as Intelligence is determined. Once
again, this will often be a d6-2 roll, with the result
indicating the bonus the leader has from Charisma. Th
exact roll made for a particular leader can be found in
the details of the Encounter in the selected adventure
book. Only the Charisma of the group's initial leader is
determined in this manner. If the initial leader is ever
killed or incapacitated, the leader assigned to replacethem has the usual Charisma for that Encounter type.
Transporting Prisoners: When transporting prisoners
in a SPAGS adventure, one member of the party must
assigned as a guard for each prisoner, that is if the part
do not want to grant the prisoner a chance to escape.
Other party members can be switched in as guards, but
the period where such an exchange is being made is
vulnerable to escape attempts. During that period, the
prisoner is considered unguarded, even though there is
technically a guard.
While a party member is guarding a prisoner, that party
member cannot fight or make any skill roll that require
active physical effort. If a party member ever engages
such an activity the prisoner is automatically and
immediately deemed unguarded.
As long as the prisoner has a guard, and the guard is of
at least equal level to the prisoner, then the prisoner ha
0 chance of escape. For every level the guard is below
the prisoner, though, there is a cumulative 5% chance oescape. Any rogue levels the prisoner may have add
directly to this roll. This roll is made once per period a
once per combat. If the prisoner escapes, then they are
gone, never to be seen again.
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An unguarded prisoner has a 50% + rogue levels chance
of escape, and the roll is once again made once perperiod and once per combat. An assigned guard that
eaves guard duties to engage in combat or to perform a
skill can resume their duties as guard once one full
unguarded period has passed.
Prisoners take no part in any occurrence in the game.
Until the party arrives at a settlement or dungeon, the
prisoners are nothing more than baggage. If the party
enters a dungeon while transporting prisoners, all
prisoners are automatically freed (unless a particular
prisoner is part of a Story Quest). That goes for anyquest goal that is not a dungeon, too. The party cannot
concentrate on quests and prisoners both. They must
decide on one or the other.
Finished Combat
Once the battle is over (and the party survived), the
party is then free to meet with whatever Adventure
Event that hex may contain. If it contains no such Event,
then the party is free to camp or travel on, as normal.
Return to Section 1 if no other Event occurs.
The Adventure Book and Combat
SPAGS combat is wholly defined in the adventure
books. This might, at first, seem to be an odd layout
choice. Why aren't the base combat rules in the base
rules of the game?
The answer is eminently logical, though. Some opposing
creatures have various special abilities and powers that
will demand that they have personal sub-combat tables
governing the use of their actions, or may even require a
personalized reworking of the basic combat tables inorder to make them fight properly with their powers,
abilities, and relative intelligence and tactical levels.
Were the basic combat rules in the SPAGS Base
Rulebook, and the specific rules for creatures in the
various adventures books, then the combat rules in the
adventure books would constantly have to be meshedwith the basic combat rules in the Base Rulebook. The
Player would then be left constantly having to juggle
with the two books, switching back and forth dependin
on when the adventure book tables or the base rules
tables are called for, all while also juggling the
Pathfinder Core Rulebook [TM] that governs the core
combat rules of the Pathfinder game.
Rather than forcing the Player to balance the basic
combat rules in one book with the various altered rules
for a specific creature in another book (with the inheredifficulties that causes), all of the combat rules instead
have been placed together in the adventure books. Tha
way, any differences to the tables that a particular
creature may have will be built directly into the system
instead of being alterations to that combat system. See
the Encounters Chapters of a SPAGS Adventure for
more information on SPAGS combat.
Other than the above, combat occurs just as it has been
outlined in the Pathfinder Core Rulebook.
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28
raveling Outside of the Friendly Settlements
Whenever traveling outside of the friendly settlements, there is always a chance of the party meeting with an Event.
hese Events can be anything from a change in the weather to a fight to the death with agents of their nemesis. The
hance of meeting with such an Event and the type of Event they will face if they do meet with an Event are all
overned by random tables.
he first thing to keep in mind is: the chance of meeting with an Event is different depending on whether it is night o
ay. It is also different depending on how well-traveled the area is that the party is currently traversing. An alarm hav
een raised will add further to the chance of an Event occurring (as well as increasing the risk of that Event being an
ncounter). And finally, it is different depending on how dangerous the territory the party is currently in happens to b
he Event charts rolled on are found in the Travel book as well as all details for their resolution.
The Base chance for an Event to occur is equal to the terrain type of the hex that the party is currently on. A party ismuch more likely to have an Event occur while traveling a road than traversing the wilderness, as is only logical.
Wilderness covers all types of wilderness, from Low Hills to Woods, to Swamps, all save for Barren Lands.
The Danger Level of a territory can be found by noting the number of skull and crossbones next to the territory's
ame on the map (it may be zero).
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ome territories may also have an Alarm Level. Usually only sentient and organized creatures have an Alarm Level, b
does occasionally happen with other types of creatures. Normally, an Alarm Level is a rating of 1 to 3, which
etermines how much warning the territory has received of incursion into their territory (often, but not always, that
eing warning of the party's arrival). When traveling in a territory that has had an Alarm raised against the party or
gainst anyone else in the area, the Alarm Level is added directly into the Chance of Event.
he chance of an Event occurring in a given hex is, then, determined by selecting the correct Base Event Chance tabl
he Day or Night version, above) and adding the Danger Level and the Alarm Level of the territory. The Night table
few modifiers to keep in mind also (listed in the modifiers table below it), which are factored in if they are true. The
ctors are cumulative.
he Event chance roll is made with a d20. If the roll is equal to or less than the Chance of Event total for that hex, the
n Event occurs.
hould an Event occur, go to Event Type, and there roll for the type of Event on the Day Events or Night Events Tabl
s needed for the time of day respectively. Otherwise, when No Event occurs in a hex, the party has the choice of
aveling on or setting up camp.
single Event roll is made every period. When the party travels across multiple hexes in a given period, the Base
hance for an Event is equal to the highest rated hex that the party passed through that turn. Only one roll is made no
matter how many hexes are passed through during that period.
eep in mind that the one roll made each period includes when the party is camped. In SPAGS, camped parties often
ay encamped for three periods - one period used to study spells and two more for a full night's rest for those who ha
udied spells. That means three Chance of Event rolls would be made before the party are ready to move on. If thoseho need to study spells also need to be a part of the watch, then resting can take even longer, which will require
dditional Chance of Event rolls. Thus, it can be much more beneficial to a party to take their rest somewhere safe, su
s a town or village, rather than out in the wilderness, if at all possible.
very SPAGS adventure will have a Difficulty Rating. That rating will be a number between 1 and 5, with 5 being the
ughest. Roughly, these ratings correspond to characters levels of 1-4, 5-8, 9-12, 13-16, and 17-20 respectively. The
more difficult the adventure, the more challenging are the enemies in that
dventure. More challenging enemies are more difficult to spot first.
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AGS Adventures
l SPAGS adventures use a specific type of notation in order to organize the type and timeline of the adventures.
ou can tell at a glance where the adventure falls by looking at its designation.
ch designation has two letters and a number. These are the specific details of that adventure. The first letter (or
ies of letters, as the case may be) is the notation for the world, and it will always be the first letter (or letters) of
e world's name.
period follows after the world notation. Then, after this period, will be another letter (or letters). This second set
letters details where in the timeline an adventure falls. The system is alphabetical, so a "B" series adventure
mes after an "A" adventure in the world's timeline. Normally each world has its own timeline, which means
ferent worlds may each have an "A" series adventure, but these separate "A"s will have nothing to do with each
her. In other words, just because a second world also has an "A" adventure doesn't mean that it is set in the same
me as the first world's "A" adventure.
nally, following after the second letter (or series of letters) will be a number. This number details what order the
ventures in a series occur in. Adventure 2 comes after adventure 1, and adventure 3 comes after Adventure 2, and
on.
r instance "Ea-C2" would be Earth series C, adventure 2.
orld notations are pretty straightforward. There are a few special adventure notations, though. "S" is reserved for
glet adventures. Any S adventure will be set in the same world and within the same timeline as the other
ventures of that world, but it will be an isolated adventure that has nothing to do with any of the other adventures.
" is reserved for soloist adventures. These adventures are for a single character. In a Z adventure, there is no
rty, just a lone hero fighting against the odds. And finally, "X" is reserved for adventures that are set in the sameorld, but that have nothing at all to do with that world's timeline. These will be completely random one-off
ventures or series of adventures that may be set in any period of that world's history. Characters from the regular
venture series will thus not be able to transfer over to an X adventure, and vice versa.
a Player, one can of course do whatever one wants to with these adventures. However, for verisimilitude, it is
ommended that the Player only move characters forwards along the timeline. Thus, a character from adventure
could be taken to adventure B6 or B7 or to any adventure from the C series (or any series with a higher letter),
t that character should not be taken to anything into the A series, since the A series is set before the B series.
e Player should also strive to keep the party intact while playing a series. Which is say that the Player shouldn't
constantly switching characters out, trying to maximize the party's ability to survive the various adventures in a
ies. This is also for verisimilitude. The same is not true, though, when moving from one letter series to another,
even one series set in one letter's timeline to another series set in that same letter's timeline. In such cases, the
ayer may reforge the party however that Player likes without damaging the verisimilitude of the adventure.
ll, while all of that is the case, the Player should be mindful when shifting a character from one series to a series
a much higher letter. Sometimes such disparate series may be set in radically different times, with no possibility
that character still being around during that later adventure. Again for verisimilitude, it is best not to include such
haracter in the later adventure.
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tent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game
License v 1.0a Copyright 2000,
Wizards of the Coast, Inc. System Refere
Document. Copyright 2000, Wizards of th
Coast, Inc.; Authors Jonathan Tweet, Mo
Cook, Skip Williams, based on material b
E. Gary Gygax and Dave Arneson. Path-
finder RPG Core Rulebook. Copyright 20
Paizo Publishing, LLC; Author: Jason Bu
mahn, based on material by Jonathan Twe
Monte Cook, and Skip Williams. The Booof Experimental Might. Copyright 2008,
Monte J. Cook. All rights reserved. Tome
Horrors. Copyright 2002, Necromancer
Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baa
Casey Christofferson, Lance Hawvermale
Travis Hawvermale, Patrick Lawinger, an
Bill Webb; Based on original content from
TSR. Class options Volume2: Paladins Pr
vail, Copyright 2009, Reality Deviant Pub
cations, author Stefen Styrsk
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